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Betty Doyle

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  1. Resurrecting this old thread because I recently upgraded to Maya 2015, and have been working on learning to use Turtle. I was having this same problem until I also discovered that switching to Brute Force fixed the issue. I just found this thread when searching for help and wondered if anyone had figured out how to get good results using Irradiance since it is so much faster.
  2. I couldn't get it to load in Maya 2014 or 2015 at first either. This is the command I used that finally got it to work: abWeightLifter() I haven't really tested it yet, but it seems to work in 2015 as well.
  3. I am using Maya 2011. Neither Open Collada or dae_fbx have worked for me. I haven't gotten a chance to work on it again since I first posted though. Had to work on another project for a deadline coming up. I prefer rigging in Maya, but I guess if I have to I can always use my work around of linking a small mesh from Blender with the z offset to the boots rigged in Maya. It just bugs me that I can't figure it out!
  4. @Nalates - Thanks for the suggestion. I did look and noticed that the Blender file only listed 23 bones, where as the Maya file listed 26, but I wouldn't think this would be it as the boots upload rigged just fine as long as Joint Positions isn't checked. Not that I'm an expert at readign the files, so there may be other differences that I'm missing. @JackRipper666 - Yes. That is where I am setting the Z Offset. At least, now I know it does work with files from Maya, and there isn't some SL glitch! Is there an extra step you have to take in Maya to make it work that is different from just regular rigging? When I do the test from Blender, I just do everything exactly the same as I usually would and then set the z offset in the uploader.
  5. I've been playing with getting a pair of high heeled, rigged boots I made to work with the mesh deformer. Obviously, you can't use a shoe base with the deformer to lift the avatar to the appropriate height because the foot section of the boot will deform to match. Not pretty. I've gotten z offset to work perfectly when exporting a test mesh from Blender, but I've tried everything, and I just can't get it to work with Maya 2011. When I wear the mesh, my avatar disappears into never never land until I take off the boots and relog. Has anyone gotten this to work? Is there some extra step that has to be done in Maya that I'm missing. Any help would be really appreciated! Right now I've worked out a work around with linking the Maya rigged boots with the z offset test mesh from Blender within SL, but I'd prefer not to have to do that. :)
  6. I don't really know. This is how I was shown to do it, and I've never really had a reason to try a different way. I just assumed that since you said you had combined your mesh, that you were working with a number of separate objects, instead of applying multiple materials to just one. I would guess there is a way to do what you need. Wish I could help out more! I'll second what Fluffy said too. I use 2011 and have never had to use a converter.
  7. There may be other ways, but this is how I was taught to do it in Maya. Only combine the pieces that will be in the same UV map/texture. So if you had two textures, you would have two sets of combined objects. When you export, select the entire thing. It will import into SL as a linked object, and you can use edit linked parts to select and texture each part of the link set just like with any other prim. Hope that makes sense.
  8. Assuming if you're following Anton/Xen's tutorials that you're using Maya? You can get them in .obj format here: http://wiki.secondlife.com/wiki/Clothing_Tutorials
  9. Mine upload white and is set to Reverse User Normals and Selected Faces. Not sure why it didn't work for you, but glad you have it working now!
  10. Yes. I believe it's the first freeze that actually flips the normals the wrong way after an object is mirrored. However, it doesn't seem to work the other way around. Reversing normals first, so that they are inside out, and then freezing transformations does not flip them the right way again. At least, that's how it appears from my messing around with it.
  11. You're welcome. My only suggestion would be to open up your component editor (Window - General Editors - Component Editor), go into the Smooth Skins tab and check to see if you have any vertices weighted to bones that they shouldn't be.
  12. I don't know if this will help with your issue, but when I make shoes, I do it this way: 1. duplicate object 2. -1 to mirror 3. freeze, reset transformations, delete all by type history (you'll see this message: // Warning: Freeze transform with negative scale will set the 'opposite' attribute for these nodes: polySurfaceShape21) 4. Normals - Reverse Normals 5. freeze, reset transformations, delete all by type history 6. export
  13. Hi Milla Yes, I have 2011. You could try opening it while having "ignore version" checked, but I uploaded a copy exported as fbx_dae for you, and I think that'll maybe work better. Skeleton_fixed.dae
  14. Yay! Good advice. I think those aliens have visited me in the past too.
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